Palatinus' OverPower Forum

About the Game => Custom Cards => Topic started by: OP3 on December 30, 2014, 03:18:37 AM

Title: OP3: Absorbing Man
Post by: OP3 on December 30, 2014, 03:18:37 AM
Character 41 of 50 for my Marvel Core Set:
(http://fc06.deviantart.net/fs70/f/2014/363/2/6/absorbing_man__crusher_creel__character_by_overpower_3rd-d8bsyxy.png)

And check out his new and improved Specials:
http://overpower-3rd.deviantart.com/gallery/
Title: Re: OP3: Absorbing Man
Post by: justa on December 30, 2014, 09:52:43 AM
(A head's up on each character was much more than I expected...) :)
Nice rebuild.  Very Power card dependent for attack.
For the new Demolish (not necessarily requesting a change),  I would think that a non-OPD akin to Marauders' Arc Light would make him more threatening while still getting the battlesite damage effect you seek.
For redone Molecular Mimic, I'm not sure I like the change.
I don't care for the fact that its OPD - once its negated, he totally loses the ability (not counting card retrieval from dead pile).  It is an improvement on the original in that he can't build up all his powers from Reserve.  Maybe making it non-OPD, with a caveat that only 1 Mimic may be in play at a time might help with that part.  Though it'll be hard to fit all that in with the given text.
I'm on the fence as to the switch from Basic U used to Power Card placed.  I know you said you weren't redoing Basic U, but before you could throw a couple of them in the deck for the sole purpose of using with Mimic.  By changing it to a Power card, while making it easier to use, it also creates a penalty on the team when it's used.  The Power card counts as a duplicate for the whole team (using a 1 would make that less of a pain).  If you make it to the Power Pack with Mimic in play, you potentially lose 1 card per hand (on average) for the placed card.  And if you use the placed Power card, I believe the effect would go away (back to the OPD).
From a positive view point (best case example), using Mimic and a level 1 Intellect power card (early from Reserve) could allow a level 18 character to show up on the front line as a Level 23 in a realistic manner.  Maybe that alone balances out the draw-backs, but as I said, I'm still on the fence on that one.
Again, great work.
Title: Re: OP3: Absorbing Man
Post by: OP3 on December 30, 2014, 02:14:45 PM
Quote from: justa on December 30, 2014, 09:52:43 AM
For the new Demolish (not necessarily requesting a change),  I would think that a non-OPD akin to Marauders' Arc Light would make him more threatening while still getting the battlesite damage effect you seek.

That actually might be a better option just because it does more damage to a Battlesite than it does to a character.  I might use that, after reworking it a bit to avoid confusion regarding the Power Balance Battlesite rules.

QuoteI don't care for the fact that its OPD - once its negated, he totally loses the ability

But that's true of every "increases to 7 for remainder of game" OPD card, which is what I'm comparing it to.  Hell, it's true of every single OPD card in the game.  I don't want to base every design decision on the question, "but what if it gets negated?"

QuoteIt is an improvement on the original in that he can't build up all his powers from Reserve.

But who seriously used multiple copies of it, with multiple Basic universe cards, just to do that?  That's a hugely inefficient waste of deck space to me.  Molecular Mimic was hardly a card that could be abused in any way just because it was non-OPD.

QuoteThe Power card counts as a duplicate for the whole team (using a 1 would make that less of a pain).  If you make it to the Power Pack with Mimic in play, you potentially lose 1 card per hand (on average) for the placed card.  And if you use the placed Power card, I believe the effect would go away (back to the OPD).

Ah ha, see, no, that's not what I intended at all.  It uses the power type of the card placed on him at the time you play it.  It doesn't then continually check to make sure there's a card placed on him for the rest of the game.  If he's got an Energy card placed, his Energy increases to 7.  Doesn't matter what you do with that placed card after you play Mimic.  Simple as that.  And since this is a whole new Special code, I get to determine the Meta rules.  And I'm saying that's exactly how it works.  I tried to come up with the clearest way to get that across, but I guess I failed.  :/
Title: Re: OP3: Absorbing Man
Post by: justa on December 30, 2014, 03:50:33 PM
Now at least that part makes sense!  Looking at it as an OPD AY (justa to relate it to legacy cards) with a slightly different mechanic makes it all click for me.  While he could always switch the item he mimicked, it would be along the lines of steel to asphalt to concrete, which would all be just a Strength boost, which you've already given him in Absorb Mass.  So in letting him boost E, F, or I to 7 would seem to be more than his abilities really allow, so an OPD is most appropriate.

Quote from: OP3 on December 30, 2014, 02:14:45 PM
But who seriously used multiple copies of it, with multiple Basic universe cards, just to do that?  That's a hugely inefficient waste of deck space to me.  Molecular Mimic was hardly a card that could be abused in any way just because it was non-OPD.

Again the reminder that there are MANY types of players out there.  I was always a "for-fun" player, not very tournament minded, though I hosted a few local ones back in the day.  I have actually been forced to use Absorbing Man several times and found this to be a very useful gimmick.  I say "forced to" because, in order to keep me from winning all the time and to keep the kids interested, I used to let 3 people choose a character for me, & I'd get to weld in a 4th to build my team.  (If it was mathematically impossible, I'd get 1 to switch.)  It gave me exposure to using a lot of the more deplorable characters in some really unique situations, and it really was great fun back in the day.  I miss it now that they're grown.